• 제목/요약/키워드: Gaming Experience

검색결과 57건 처리시간 0.025초

Study on the Influence of the Fourth Wall on the Player's Gaming Experience in Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권2호
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    • pp.118-123
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    • 2023
  • With the continuous development of emerging technologies represented by VR technology, many game developers are declaring that they are constantly trying to break the "fourth wall" and break the boundaries between virtual and reality to create game immersion for players. new game. But for many gamers, a strong sense of immersion is not the focus of their pursuit. The sense of control and safe exploration during the game is also the game experience that many gamers are pursuing. Moreover, there is ambiguity in the definition of the concept of breaking the fourth wall in the field of academic theory. The purpose of breaking the fourth wall was to separate the real world from the virtual world, to remind the audience that the actors and the audience are in two different worlds, and to trigger the audience's thinking about drama and deeper philosophy. But in the current game, it has become a blurring of the boundary between virtual and reality, pulling players into the virtual world, and focusing on the immersive experience. In this paper, we will first sort out the concept of "breaking the fourth wall", and then conduct a comparative analysis of horizontal scroll games and VR games, and conclude that the "fourth wall" has an impact on players Great conclusion.

Game Transformation from Non-Augmented Reality to Augmented Reality

  • Tan, Chin-Tong;Hwang, Gi-Hyun;Kang, Dae-Ki
    • Journal of information and communication convergence engineering
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    • 제9권5호
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    • pp.619-623
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    • 2011
  • The evolution of technology has lead gaming playable in augmented reality and more games are developed only for augmented reality. There are mainly no supportive reasons for game designed in non-augmented reality and transforms to augmented reality. Genre of game played in augmented reality is always one of the defined game genres. In this paper, transformation process and effects of mobile games to augmented reality is discussed. Augmented reality game is recommended for mobile devices due to its portability. Modification for mobile games transformation including way of game rendering, game controlling, camera view controlling and game environment design are discussed. User experience is affected after the game transformed to augmented reality because of the differences in game controlling. The presence of game in real world is increased due to the usage of actual view in game playing.

온라인 게임의 길드 활동을 통한 리더십 경험 : 현상학적 분석 (Leadership Experience through Guild Activities on Online Games : A Phenomenological Analysis)

  • 김기석;정형원
    • 디지털융복합연구
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    • 제14권6호
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    • pp.415-423
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    • 2016
  • 온라인 게임 이용에 따른 부정적 영향이 사회적 문제로 인식되면서 온라인 게임 이용의 부정적 영향에 관한 많은 연구들이 이루어져 왔다. 그러나 본 연구는 온라인 게임의 순기능에 관한 연구이며, 온라인 게임에서의 길드 활동이 리더십에 어떠한 영향을 주는지에 관한 연구이다. 본 연구를 위해 온라인 게임 이용자 대상으로 심층 인터뷰를 진행하였으며, 연구 방법은 지오르기(Giorgi)의 현상학적 분석을 통해 그 결과를 도출했다. 연구 참여자는 총 3명으로, 온라인 게임에서 길드 리더 경험이 있는 고등학생, 대학생, 직장인으로 구성하였다. 본 연구의 목적을 달성하기 위해 참여자의 경험을 토대로 온라인 게임의 길드 활동이 실생활에서 리더십에 어떠한 향상을 주었는지에 대해 분석하였다. 연구 결과, 평소 소심했던 성향이 길드 경험을 통해 적극적인 성격으로 변하였으며, 리더십은 물론 의사 결정 능력 및 협업 능력 그리고 문제 해결 능력까지 향상된 것으로 확인되었다. 본 연구를 통해 온라인 게임이 가지고 있는 요소 중 길드 활동 경험이 리더십 향상의 기회를 제공하고 있으며 다양한 역량 향상의 가능성을 보여주고 있다는 사실을 알 수 있다. 이를 통해 앞으로 더 많은 연구자가 온라인 게임이 가지고 있는 흥미롭고 다양한 역량에 대해 끈기 있는 연구를 이어가길 바란다.

게임 머니와 캐시 머니 소비에 관한 실증 연구: 경험, 성취, 지역적 격차를 중심으로 (An Empirical Study of Game Money and Cash Money Consumption: Evidence from Online Games)

  • 조우용;최정혜
    • 한국콘텐츠학회논문지
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    • 제16권2호
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    • pp.295-309
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    • 2016
  • 본 연구는 온라인 게임 내 이원적 화폐 체계(게임 머니, 캐시 머니)를 실증적으로 분석하고 게임 화폐의 소비에 영향을 주는 소비자들의 특성을 구체적으로 분석하였다. 관련 분야 선행 연구들을 바탕으로 본 연구는 게임 이용 경험, 게임 내 성취, 그리고 지역적 특성을 핵심 변수로 선정하였고, 변수들 간의 상호작용을 확인해 연구 모형을 제안하였다. 검증 결과, 게임 이용 경험과 게임 내 성취는 게임 머니와 캐시 머니 소비에 유의한 영향을 주는 것으로 나타났으나, 그 효과의 방향성은 두 게임 화폐의 종류에 따라 상이하였다. 또한 이러한 효과는 게임 이용자가 위치한 지리적 위치가 대도시권인지, 교외 지역인지에 따라 조절되는 것이 관찰되어, 온라인 환경에서의 소비가 오프라인 환경에 따라 상이할 수 있음을 확인하였다.

온라인게임을 위한 무 정지 업데이트 기법의 연구 (A Study of Non-Disruptive Update Scheme for Online Game)

  • 강상용;한정현
    • 한국멀티미디어학회논문지
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    • 제17권11호
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    • pp.1307-1312
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    • 2014
  • Online games are virtual space where it connects individual users through network connection to offer enjoyment of play games and game developer who service online games have to develop new contents and provide them to users to extend life of their service. Typically, in order to update new contents, all service companies have maintenance schedule to stop the game service for a while to update both server and client applications. Usually this process takes quite amount of time and users do not have any other choice but disconnected from server and wait until it is over. The purpose of this thesis is to describe the advantages of new design system which will allows users to continue to play the game even during the update. The main focus of this design is to make users feel more convenience in online gaming experience by move client from previous server to new server while users are still playing. If they can to connect current client with new server without any certificate validation process while users information from the client can automatically pass through to the new server, users may not need to experience maintenance for new contents update.

Relation between Game Motivation and Preference to Cutscenes

  • 완소음;조동민
    • 만화애니메이션 연구
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    • 통권36호
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    • pp.573-592
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    • 2014
  • Following rapid development of software and hardware technologies and increasing enhancement in arithmetic capability, there are more and more content that can be accommodated and processed in video games, which is also increasingly complex and fine. Cutscene as a main narrative method have been developed, which have become necessary to express some key plots and important scenarios in games. Good cutscene can strengthen engagement of players with virtual world in games and make players share affection and sorrow with roles in games; while badly-designed cut-scene or overused cut-scene will impair immersion of players and affect players' gaming experience; for this reason, developers should not continue cut-scene design just from opinions of designers nor make players passive receivers, instead, they should reduce as much as possible interruption by cut-scene to players' immersion and grant players with better immersion. After all, only designs depending on demands and preferences of players by having some knowledge of impacts of cut-scene on players' immersion can be accepted by players.

블록체인 기반 실시간 기부 플랫폼 개발 (Implementation of Blockchain-based Play-To-Donate Platform)

  • 성주현;이민욱;황성택;이주열;이지훈
    • 반도체디스플레이기술학회지
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    • 제21권3호
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    • pp.98-100
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    • 2022
  • This paper presents a new blockchain based donation platform combined with a type of gaming application. The proposed donation platform is similar to existing play-to-earn (P2E), but it has different characteristics such as non-liquidated token and direct transfer to a celebrity donation organization. Moreover, it has advantages like a robustness for counterfeiting and falsification as well as enhanced donating experience.

5G 네트워크의 XR 및 미디어 서비스 표준 기술 동향 (Extended Reality and Media Service Standardization Trends for 5G Mobile Networks)

  • 하정락;김창기
    • 전자통신동향분석
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    • 제38권2호
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    • pp.46-55
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    • 2023
  • Extended reality (XR) provides an immersive virtual experience by using various media. The XR virtual environment enables interactions between the real and virtual worlds in virtual, augmented, and mixed reality scenarios. XR is being used in various areas such as industry, medical care, road transportation, gaming, education, and culture. XR and multimedia enhancement are important business scenarios for fifth-generation (5G) mobile networks. As users' demand for emerging media services gradually increases, enhancements in networks should be implemented for delivering multimedia services such as XR. We describe related standardization trends and requirements of the XR service in 5G mobile networks. We also discuss technological enhancements for 5G mobile networks as specified by the 3GPP SA2 working group.

A Study on the Effective Production of Game Weapons Using ZBrush

  • YunChao Yang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.397-402
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    • 2023
  • With the rapid adoption of 5G, the gaming industry has undergone significant innovation, with the quality of game content and player experience becoming the focal point of attention. ZBrush, as a professional digital sculpting software, plays a crucial role in the production of 3D game models. In this paper, we explore the application methods and techniques of ZBrush in game weapons production through specific case analyses. We provide a detailed analysis of two game weapon models, discussing the design and modeling process, lowto-high poly conversion, UV unwrapping and texture baking, material texture creation and optimization, and final rendering. By comparing the production process and analyzing the advantages and disadvantages of ZBrush, we establish a theoretical foundation for further design research and provide reference materials for game industry professionals, aiming to achieve higher quality and efficiency in 3D game model production.

대화면 FPS 게임을 위한 레이저센서기반의 대형스크린과 레이저광원 권총의 설계와 구현 (Laser-recognizable Screen and Gun with Laser Source for Realistic Big Screen First Person Shooters Games)

  • 한녹손;김성환
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2008년도 춘계학술발표대회
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    • pp.481-484
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    • 2008
  • In this paper, we present a new game interface design for First Person Shooters (FPS). Previously, FPS on computer is commonly played using keyboard/mouse or joystick along with PC display. We improve the communication environment between player and game world by means of new control system including large screen and laser gun, which create a real life-like space for players. Because traditional display for FPS uses CRT, it cannot support large screen display due to limitation of CRT technology. We designed and implemented a new input device using laser recognizable display. Results suggest that the combined interface creates a method which helps beginners to enjoy playing a FPS immediately and gives experienced players a new gaming experience.